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path: root/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs (follow)
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* Make negative asset caching actually workMelanie Thielker2017-01-301-2/+1
| | | | | | Also fixes some merge artefacts in HGAssetBroker where cached assets were requested but not actually used and completely squelch a materials debug message because there is nothing the user can do to fix it anyway.
* Comment two very spammy debug messages that the usr can't do anything aboutMelanie Thielker2017-01-301-1/+2
| | | | Make a third one conditional.
* Massive tab and trailing space cleanupMelanie Thielker2017-01-051-20/+20
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* Refactor: Rename IImprovedAssetCache to IAssetCache as the old IAssetCache ↵Melanie Thielker2016-12-291-2/+2
| | | | is long gone.
* safeguard against unknown material replacemetUbitUmarov2016-11-231-1/+1
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* try to reduce the amount of assets created editing materialsUbitUmarov2016-09-041-23/+167
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* make sure materials are cached. Split POST and PUT handlers for better ↵UbitUmarov2016-09-041-125/+156
| | | | readability
* Fixed mistakes in string format specifiers (e.g., "{0)" instead of {0}")Oren Hurvitz2015-08-111-1/+1
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* Add MaxMaterialsPerTransaction to SimFeaturesCinder2015-06-191-0/+14
| | | | Signed-off-by: Diva Canto <diva@metaverseink.com>
* replace accidently deleted line from last commitdahlia2015-02-051-0/+2
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* Allow MaterialsModule to be enabled by default if [Materials] is absent from ↵dahlia2015-02-051-9/+6
| | | | OpenSim.ini
* Updated OpenSim-as-addin version from 0.5 to 0.8.1. The addin version number ↵Diva Canto2014-12-291-1/+1
| | | | doesn't need to match the release version number, but I think it's a very good idea that they do.
* If MaterialsModule unexpected sees a part with DefaultTexture of null, log ↵Justin Clark-Casey (justincc)2014-06-161-0/+4
| | | | this with a warning.
* In materials module, if a texture entry somehow has no default entry then ↵Justin Clark-Casey (justincc)2014-06-161-1/+2
| | | | don't try to extract materials data rather than throw an exception
* rather than converting existing materials to assets, just retrieve them and ↵dahlia2014-01-201-32/+12
| | | | make them available for viewing. Any new materials added to the scene will become assets.
* add null texture entry face check before converting legacy materialsdahlia2014-01-201-2/+2
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* force SOG update when converting legacy materials to ensure changes are ↵dahlia2014-01-201-0/+2
| | | | persisted
* delay texture entry parsing until absolutely necessary while converting ↵dahlia2014-01-201-4/+4
| | | | legacy materials
* Add code to convert legacy materials stored in DynAttrs to new asset format ↵dahlia2014-01-201-20/+102
| | | | and store them as assets
* Check agent permissions before modifying an object's materials. Also, when ↵Oren Hurvitz2014-01-201-10/+21
| | | | creating a Material asset, set the current agent as the Creator.
* When asked to change the Material for one face, change only that face; not ↵Oren Hurvitz2014-01-201-18/+5
| | | | the default material
* Materials module: a) Store materials as assets; b) Finalized it (removed the ↵Oren Hurvitz2014-01-201-327/+191
| | | | | | "Demo" label; removed most of the logging); c) Enabled by default Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
* Renamed MaterialsDemoModule to MaterialsModuleOren Hurvitz2014-01-201-0/+664